Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Today
  3. Millenium A.D. also very nice mod
  4. Nice! I got it how to be black all games ü
  5. That's why I still swear on having a non-controllable default garrison on buildings, ships and siege engines against which one has to enter in "virtual combat" that would act as capture resistance and turn around limiter, and would made boarding and siege make more sense
  6. I do use them often, as my first line of defense until I can afford better walls. Also THANK YOU! I did not know you could connect Walls in this game and continue to work around corners!
  7. I agree, that would be pretty cool. Maybe someday
  8. btw I just saw they got a nice collection of green screen videos with lions on that page too, for future purposes https://greenscreenanimals.com/search/lion#!
  9. Capture mechanic's could be related to specific buildings only: Military: Fortress, Towers, Gate's. Civilian: Civ Center, Wonders, Temples. Other structures should have a territory dependency like houses could be automatically captured if a city civ centre is captured. In that way, city siege could have two objectives: Destroy everything at glance. Capture primordial structures to take over the city if the defenses aren't prepared enough to defend the city avoiding turtling. Capturing fortress could gather small area of effect over the nearby buildings. Capturing city could have strong area of effect of nearby buildings.
  10. With the proper feets rendered i can now see how to animate properly the leg position, also for more "smoothness" is recomennded to have a small transition from idle to walk, so it may be similar to walk position early frames, to have less visual impact at the transition, but will use your green screen video to adjust the idle and then we could be much closer to review to add for A29.
  11. Ah ok, I see. Btw feet look a lot better now than in the first post. Also it's nice if the feet are a little further away from each other than in the first post's idle animation. I remember that there have been discussions about scaling up the chickens for visibility, because they have a huge impact in early game, similar to grapes and berries, which are also out of scale. Also I think there is a tendency in 0 A.D. to weaken extreme scales, meaning scaling down bigger objects and scaling up smaller ones. I prefer realism but just saying someone might come with that. In the end it's a gameplay decision, not my field of studies. Perfect! Thanks a lot
  12. i need a T pose for example, to properly bake whitout having weird shadows over the mesh Alpha channel leg to avoid more poly's
  13. I think it's a good thing that siege units are required to break walls. In fact, I support making building capture more difficult. The same applies to towers, which are currently too easy to capture—especially due to formation capture behavior, where an absurd number of units can overlap, allowing buildings to be captured in a very small space at an excessively fast rate. Building capture itself is not a flaw; it just needs refinement. It’s one of the game’s original mechanics, and we should stop trying to homogenize the game with others. Instead, polishing its unique aspects will make 0 A.D. even more distinctive. Yes, turtling is a valid playstyle (albeit a boring and somewhat lame one), and it’s already viable—you just have to execute it properly. I also think that making capture more difficult would make it even more effective. However, making walls cheaper and faster to build would only encourage this dynamic, which, while valid, would significantly harm multiplayer matches. It also depends heavily on the map. On closed maps with chokepoints and natural boundaries, turtling is already quite effective. On Ambush Nomad, for example, when playing with Wonder victory, turtling is very common and effective. So I don’t think it’s impossible—I just wouldn’t encourage it.
  14. Thanks, much better in my opinion https://greenscreenanimals.com/footage/clip/1471/f/green-screen-video-of-chicken-walking-across-right-to-left I found a nice reference for an idle animation: https://greenscreenanimals.com/footage/clip/1468/f/green-screen-video-of-chicken-looking-forward-then-pecking-at-ground I'm not sure what you mean, I don't think you'd need a specific field of view for baking highpoly to lowpoly. But yeah, the lion could definitely use an upgrade :D
  15. Agree. I disagree. Turtling is a valid playstyle like all other playstyles, and it needs to have place in this game, when executed properly. Right now it's almost impossible anyway, especially because we first need to fix walls. Walls are currently the only thing that's not capturable in this game, which means you need siege to break down stone walls effectively. Everything else can just be captured with overwhelming force of units, and that makes turtling nearly impossible. By turtling, I mean investing in defensive towers, Fortresses and CCs to expand, not camping in base amassing CS (what we do now, essentially). Towers are made of wet tissue paper, it's laughable how easy they are to capture. Fortresses are buffed in R28, but I still find myself capturing garrisoned Forts with masses of units. This shouldn't be possible, which is why I still believe capturing feature was a mistake. It just made the game harder to balance in the long run, and it has created some ridiculous tactics. Like capture+delete of building with 2000+ hit points and ~500 capture points.
  16. Because upgrades are susceptible to change the proprieties of the production queue etc. So it is only supported to upgrade an entity that has an empty queue be right now, else bad things could happen. I project to make a mitigation for this and allow for upgrades to be queued regardless but not sure how this will go.
  17. Isn't all other meat just a giant steak when carried?
  18. well I don't think they have a long building time anyways
  19. Happy Easter (two days late)!
  20. I do agree though, that palisades are under used. I mean, historically most civilizations would probably build a palisade around their settlements, especially if they know there is an enemy near by. Lowering the time to construct them (they’re just stakes in the ground bro) and maybe adjusting their cost would make them much more useful. Maybe also adjusting their life and resistance so that it reflects their material and use case would also be helpful.
  21. @wowgetoffyourcellphonegameplay wise, chicken can be gathered only once and carried by the legs so i make one animation of carrying_chicken/rabbit ? Small source of food but fast to get making chicken's a good hunting source to find around the maps by making them a reason to explore the enviroment early game.
  1. Load more activity
×
×
  • Create New...